Hi
Im doing a rogue-like dungeon game with the player managing a squad of heroes (similar to Darkest dungeon or Legend of grimrock).
The setting is classic medieval-fantasy.
How can I differentiate damage and weapons to make it more tactical? I got some basic ideas already:
clubs/maces - lower damage but high bonus vs undead
spears/arrows - higher bleed but much lower dmg vs undead
dmg is either physical or magical - some monsters have resistance to either
weapons good against slow/fast enemies?
maybe spear and bows bonus vs beasts?
weapons that are harder to block with shield?
anti-armour dmg - ignore "armoured" trait that some monsters have (which weapons would this be except maybe crossbow?
This is not much as you see. Need more ideas! (and criticism for the ones listed!)
I want to encourage the player to balance the group of heroes and/or plan for known missions ahead (e.g. if next "map" is a crypt-style dungeon equip heroes accordingly with anti-undead stuff).
Thank you!